Why have dissociated mechanics returned?

tomBitonti

Adventurer
I'm thinking a part of the problem is presentation.

This part is almost identical:

Fireball: Level 3 Sor/Wiz Evocation [Fire]
1 standard action
Range: Long
Area: 20-ft.-radius spread
Effect: Level*d6 fire; reflex save for half

You point your finger and a red-gold pea-sized bead of elemental fire shoots out from it, exploding on impact

Then, for mechanics not present in 4E:

Duration: Instantaneous
Components: V, S, M
Spell Resistance: Yes
Components: A tiny ball of bat guano and sulfur.

Then, stripping out redundant text, and adding detail for common cases. Note that each of these provides a significant, although secondary, detail:

A fireball spell is an explosion of flame that detonates with a low roar. The explosion creates almost no pressure.

An early impact results in an early detonation.

If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area.

If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

I've never seen anyone use the "melt metals" part: You would not survive a blast that melts soft metals, so the detail is ignored. And, mostly, components are hand-waved away.

It [the fireball] can melt metals with low melting points, such as lead, gold, copper, silver, and bronze.

Putting that together:

Fireball: Level 3 Sor/Wiz Evocation [Fire]
Action: 1 standard; V, S, M
Range: Long
Area: 20-ft.-radius spread
Effect: Level*d6 fire; reflex save for half
Duration: Instantaneous
Spell Resistance: Yes

You point your finger and a red-gold pea-sized bead of elemental fire shoots out from it, exploding on impact

---

A fireball spell is an explosion of flame that detonates with a low roar. The explosion creates almost no pressure.

An early impact results in an early detonation.

If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

The fireball sets fire to combustibles and damages objects in the area.

Components: A tiny ball of bat guano and sulfur.
 

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pemerton

Legend
Do you think they would have done the same if the forced movement rules were different? Or was it that there might be pit traps as well as pits?
I think they were worried about being knocked into the pits by traps or monsters. The actual episode took place over 2 years ago, so my memory is not perfect, and even at the time I don't know if it was all spelled out. As best I can recall, it was a mix of in-character and metagame reasoning, along the lines of:

* the pits are deep enough to hurt us badly - especially our squishies - if we fall in;

* this place has traps and monsters that might try and knock people into pits;

*the corridor that leads into the room with the pits has stairs going gently down, suggesting possible slide/chute traps;

* pemerton is the sort of GM who woudn't bother placing pits without also placing something there that might knock us in;

* so let's rope together!​

As it turns out, I didn't have anything slide/chute designed - the sloping corridor was rather (i) to make my dungeon geography work out the way I wanted it to, and (ii) to have some stairs in that corridor to make the fight with the undead bursting out of the side-crypts more interesting (the PCs had already fought those undead, and worked out most of the relevant geography, but weren't to know that they had, thereby, exhausted the metagame rationale for the downward slope).

But I did have forced movement in mind, namely, my wight.

From memory they roped with the strong dwarf fighter in the middle, the CHA paladin and archer-ranger flanking him, and the wizard and sorcerer at the ends. I'm pretty sure that it was the ranger who fell into the pit and was saved by the dwarf making a STR check (and/or Dwarven Stability saving throw - as I said, my memory is a bit hazy). As best I recall, the dominant concern at the table wasn't so much "Why exactly is my guy falling back into the bit" - I'm sure I narrated the "recoiling in fear" thing, and no one contested that - but rather "Woohoo! Our roping together worked!" and then making the appropriate checks to pull the ranger up etc.

The deathlock wight then died pretty quickly, as the sorcerer got a good crit with Blazing Starfall (radiant damage). But I didn't mind too much, because it had already got to do its thing.

Looking at Horrifying Visage, I think the example suffers from the 4E overuse of "Push", along with the missing "Psychic" keyword. Those, plus a simple sentence, "The target reacts in abject terror, springing back from the wight." That, along with a new tone of "hey, these are 90% abilities; according to your players tastes, you will want to adjust these to adapt to particular circumstances" would remove the disassociation from Horrifying Visage.
It has the Psychic keyword.
The addition of the Psychic keyword was made after the example was presented. I agree that once the keyword is added the disassociation lessens.
The psychic keyword is not present in the 4e Monster Manual. As best I can tell, it was added in by the revision of the wight by Logan Bonner published in Dungeon magazine a year or so ago (and available for free online). It clearly should have been there from the start - its absence in very obviously a drafting oversight, I think.

"Push", without quotes means an actual push.
I don't agree with this - or, rather, "push" in 4e mechanical text always has quotes around it. It is a technical term with both ingame and metagame aspects. (Like many D&D mechanics - hit points are the poster child - it mixes ingame and metagame shamelessly. This used to irritate me about D&D, but 4e has persuaded me that it can be a huge strength, because at least for some players it seems to facilitate going metagame without losing inhabitation of character and an ingame orientation towards the fiction.)

I really don't think the 4E presentation went far enough to describe the limitations of keywords. There is some encouragement, but rather much the policy, as presented, seemed to be to mostly work within the supplied mechanical effect.

<snip>

That is, they say to describe the effect however you please, but not on the "the described mechanical application is built to have limited accuracy".
I think the 4e presentation of keywords is terrible. In the parts of the rules dedicated to explaining keywords, only their mechanical effect is discussed. The only part of the rules that talks about their role in anchoring the mechanics to the fiction is in the discussion of damaging objects, and there it's oblique and implicit rather than explicit (eg objects are immune to psychic damage, the GM may rule that paper and wood are vulnerable to fire damage, etc). So, for example, nowhere in the 4e rules does it say that the [fear] keyword, when it occurs in the context of a forced movement power, is intended to help establish the interpretation of the movement in the gameworld (eg as recoiling in horror).

I think this is about as bad an error as can happen in the presentation of rules. It's tantamount to setting up a combat system based on rolls against target numbers, and not even saying that the roll against target number represents an attack.

And the practical consequence is that many RPGers looking at 4e have seen a "fiction free" board game. Which is a false perception - the keywords set up the parameters of a pretty rich fiction - but one which the rules not only fail to dispel, but actively encouraged by talking about keywords only in terms of mechanical interactions.

A question: Do you find detail that you provide for the examples to make the abilities more satisfying?

<snip>

What bugs me most is that the designer has either thought of these details, and has chosen to (or been forced to) omit them, or has made them up as a kind of gamist detail
I myself prefer to see lots of background detail.

<snip>

As a very different example, see the 4E Monster Manual I, which is quite sparse, and rather a terrible read, *but*, has more simple utility and quite a few more monsters packed into the same space.
I think we're getting down to a difference in reading styles here

<snip>

I don't think there was a single one of those cases where the designer didn't think of the fluff, write the mechanical implementation of that fluff down, and convey to both Tony Vargas and myself what was actually happening in the game world. It was written tersely - but the flavour and the explanation are at the very least implied.
I ignore designer provided fluff. I'm only interested in their mechanics, because frankly we all have imaginations that can handle this.

<snip>

With minimal fluff CaGI has many scenarios it can be used in.
Interesting points. I am closer to Neonchameleon and nightwalker450 than to Tom - I think that the abilities like Disciplined, Armour Piercing, Savage etc already contain sufficient colour to make it clear what is going on in the fiction, at least typically, and to support extrapolation to less typical and corner cases.

I'm also a staunch (if minoriy) defender of the 4e MM. Once you correct their damage, I think it has plenty of good monsters even at Paragon Tier (I haven't got to Epic yet). And I think it has a perfect amount of flavour - and is far less sparse than is often claimed. For example, when I compare it to AD&D 1st ed, or 3E (I don't have a lot of 2nd ed monster stuff) it is typically richer in its flavour text. For example, it gives me a history and sociology of goblinoids. Its spider entry also has a history of Lolth and some drow sociology. It has a history of the Abyss and details of the layers of the Hells (which is more than I get in AD&D or 3E). Etc.

FATE focuses on narrative aspects and (okay, I'm drawing from my Dresden Files campaign here) in this case the Wraith is probably less of a 'random encounter' (since those don't happen) and is more likely attacking someone the PCs care about. So unless they have the strength of will to stick around long enough to get the person out of there/defeat the wraith then they'll be faced with that person dying

<snip>

So to rescue this person they might even accept drastic long-term consequences, such as an outright phobia towards darkness, or long-lasting paranoia that takes sessions to fade.
My 4e campaign isn't quite as intense as this in the stakes of every combat, but I lean more this way then the "random encounter" way. 4e is a good fit for me in this respect - it wants every combat to be a big deal, and I want every combat to be a big(gish) deal.

The 4e MM helps with this, actually, by locating many creatures within the context of the cosmological conflicts that are at the heart of 4e's default fiction, and therefore making it easier to set up combats that have stakes - cosmological stakes - that are bigger than the mere combat itself.
 

triqui

Adventurer
I myself prefer to see lots of background detail. For example, see the Monsternomicon, the Iron Kingdoms monster book, which has at least two pages for each monster. The additional writing rather helps to enrich the monsters and place them in the Iron Kingdom's setting -- and makes the book very readable.

Aaaaaannndddd once again here we have one of the reasons D&D will always be doomed. Because it is D&D, so the expectatives are different, and higher, for it. Iron Kingdom can do aditional writing to enrich the monster and place it in the setting. So could do PAthfinder, or 13th Age. D&D, on the other hand, is always doomed. If WotC does that, and writes how, and why, the monster is placed in the setting... they'll get a ton of flak. If they say "tieflings came from Bael Turath" people will fire against them, for "putting fluff into the crunch" or "forcing people to change their campaings" or because "that does not fit into Fogotten, or Greyhawk, or DarkSun or AlQaddim setting". If they don't put fluff to enrich the monsters and place them in the narrative, they'll get flak because they do "only combat stats" and "dry descriptions" with "no roleplaying, just rollplaying".

Poor WotC. What a great game they could do, if they could do it without "D&D" tag slapped in the cover.
 


I'm thinking a part of the problem is presentation.

I think so too. And what people prefer.

This part is almost identical:
Quote:
Fireball: Level 3 Sor/Wiz Evocation [Fire]
1 standard action
Range: Long
Area: 20-ft.-radius spread
Effect: Level*d6 fire; reflex save for half

You point your finger and a red-gold pea-sized bead of elemental fire shoots out from it, exploding on impact

Yup.

Then, for mechanics not present in 4E:
Quote:
Duration: Instantaneous
Components: V, S, M
Spell Resistance: Yes
Components: A tiny ball of bat guano and sulfur.

But I explained why most of those aren't necessary - chiefly that other than the components, those are all default settings. Unless they say otherwise most spells are instantaneous, or near as (less than a second to me fits better than instantaneous). Spell Resistance if it means anything should apply except to rare exceptions (not as in 3.X where an entire school (conjuration) just about ignores SR) and all spells that don't say otherwise are V,S,M.

Further I believe stating the spell resistance status for all spells is actively harmful to good design as it means that too many designers will say SR: No on too many spells. Ignoring Spell Resistance should be an exceptional matter not routine.

Then, stripping out redundant text, and adding detail for common cases. Note that each of these provides a significant, although secondary, detail:

I disagree. They are a mix of bad mechanics and details we already have. Almost all of them make the game experience actively worse for me and in some cases not just because they are making me waste my time on pointless text.

A fireball spell is an explosion of flame that detonates with a low roar. The explosion creates almost no pressure.

You can have that one if you like. I already know it's an explosion of flame. It's called Fireball. It does fire damage. It has already been called out as having exploded. It doesn't do pressure damage - that would be force. And it's not loud enough for thunder. That said, the roar is different from the alternatives of a "Fwoosh" of a fire flash flaring, a small explosionary boom, or near silence. The low roar I'll grant does add something.

An early impact results in an early detonation.

Covered by "Explodes on impact" in the single line of flavour text. We know it explodes on impact. Which means it explodes on early impact. Entirely redundant.

If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

How do I dislike this part? Let me count the ways.

1: Ranged Touch Attack. Fundamentally this is a bad mechanic to use here. The difference between a touch attack and a normal attack for aiming through an arrow slit should be non-existent. The slit isn't moving after all.

2: Ranged touch attack. The mechanics of this little rule make it easier for a wizard to hit through an arrowslit with a fireball than for an expert archer with an arrow. Thanks, but no thanks. The wizard should not be significantly more accurate with a fireball spell than an archer is with an arrow.

3: This is an edge case. As the DM I can cope with things like this - and if I can't I probably should swap seats.

4: Strikes the barrier and detonates prematurely. This is entirley redundant.

This little paragraph makes the game experience worse in just about every possible way. Not only is it a complex paragraph for an edge case, the answers it gives are fundamentally bad. As a one off DM's call there is nothing wrong with them (you roll the dice then move on) but the precidents and consequences set are terrible.

The fireball sets fire to combustibles and damages objects in the area.

It's fire, it's area effect, and doesn't have a selective target. Of course it does. Entirely redundant.

If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

And this part is also bad mechanics. The spell is explictly instantaneous so it doesn't have time to spread through. It is called out as not having a pressure component so it can't force its way through. If it hits a simple wooden door (hardness 5, hp 10), it's probably going to turn it into charcoal and make it fall apart in a stiff wind. But it doesn't have pressure behind it so it should not continue. And without pressure the only way it's going to shatter anything is with a heating/freezing combo.

In short there's no fictional reason for it to behave this way, the scenario's an edge case that a DM can handle (and it's obvious that this came from a "rule of cool" precedent), and so it actively makes the game worse.

I've never seen anyone use the "melt metals" part: You would not survive a blast that melts soft metals, so the detail is ignored.

Agreed. Yet more bad mechanics that make a nonsense of the fluff. The game is better without this rule.

And, mostly, components are hand-waved away.

Agreed.

So we have one part of additional fluff (the roar), one part that mechanically makes the game worse (the ranged touch attack for getting through arrowslits), two parts that make the game's fluff worse as they contradict the rest of the description either explicitly and implicitely (the continue past barriers issue and the melt metals part). And the whole rest of that additional text you want is redundant.

Give me the single line of fluff over the 3.X description even once you've trimmed it back the way you have any time. That said, I vastly prefer your trimmed description to the 3.X version; yours requires no wading through. But it lays bare the fundamental incoherence and bad design involved in what should be a simple spell.

Huh. And I've just noticed one other bit of mechanical oddness in the 3.5 spell text - one that adds a use to the spell but makes it needlessly more complex.
You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point.
Yours and mine both exploded on impact. A 3.5 wizard is meant to play "guess the range" and the exploding on impact is an alternative detonation method. With "explodes on impact" you guess the range to be 500 feet and then point at the ground by the feet of your target - much more accurate against anything not flying. And flyers can really move in 6 seconds. On reflection I prefer one intended detonation method rather than two - especially if we both missed that bit of text summarising the spell (which is another problem of far too wordy text blocks).

So yeah, there are serious presentation issues involved here :) (And for what it's worth I picked fireball because it's an iconic spell; I hadn't realised quite how bad the rules were for it in 3.5 before this thread).
 

tomBitonti

Adventurer
I think so too. And what people prefer.

Lots of text omitted. Mostly I agree with these; the final text rather reads like a sidebar: Common answers for Fireball; a mini-FAQ for how fireball works when combined with standard spell mechanics. As well, the examples read like very old 1E rulings updated to 3E.

Not knowing the defaults, I didn't remove details which might be avoided by reliance on the default. If spell resistence applies by default, then the spell-resistance line should be removed. If spreads burn-through by default, that can be omitted.

The whole "explodes on impact" is not a default mechanic! Many spells only require line-of-effect. You can't interpose to prevent a light spell, except to break the entire line-of-effect. Fireball is unique in that it is aimed like a ray but is an area spell. That explains, I think, that the "aiming for a aperture" detail, which is rather odd. Normally, aiming through an aperture means a cover ruling.

That fireball creates just a "low roar" might be unexpected. A loud boom might be more reasonable. Although, the "creates almost no pressure" detail goes for less sound, not more.

Comparing all of this to Horrifying (Horrific?) Visage, what I'm taking from this is that details of the summary matter, both as regards to specifying correct keywords and for having well explained understanding of the various keyword. That is to say, having well defined Push, Psychic, and Fear; having clear defaults for spell resistance for an Evocation type spell, having well defined Fire and Spread. Also, unique mechanics (aiming an area spell; early detonation) tend to create problems. (That being said, those unique mechanics are iconic!)

(As a detail: Readying to interpose a fireball perhaps doesn't work out so well given how Readied Actions work in 3.5E. I thought there were cases where readying to deny a target to an action allowed a new target to be selected.)

Thx!

TomB
 

Mallus

Legend
I've never seen anyone use the "melt metals" part: You would not survive a blast that melts soft metals, so the detail is ignored.
My group in college did, while playing a blend of AD&D and 2e. A fireballed character would roll a saving throw for themselves, and then separate ones for their items and coinage. I recall item saves being important in AD&D/2e.

It served as a disincentive to wantonly fireball certain opponents, ie the ones who might be wielding valuable items, and as an incentive not to be on the receiving end of a fireball, regardless of your current HP total :).

Was it nonsensical that your +1 plate mail and gold coins might melt, while you got little more than a light scorching? (let's leave aside the absurdity of a 'light scorching' in and of itself). Why of course.

But it was also completely... D&D. We just went with it.
 

slobo777

First Post
My group in college did, while playing a blend of AD&D and 2e. A fireballed character would roll a saving throw for themselves, and then separate ones for their items and coinage. I recall item saves being important in AD&D/2e.

It served as a disincentive to wantonly fireball certain opponents, ie the ones who might be wielding valuable items, and as an incentive not to be on the receiving end of a fireball, regardless of your current HP total :).

Was it nonsensical that your +1 plate mail and gold coins might melt, while you got little more than a light scorching? (let's leave aside the absurdity of a 'light scorching' in and of itself). Why of course.

But it was also completely... D&D. We just went with it.

My memory fails me whether it was my houserule, or came from somewhere else, but I recall enforcing only a single item save, only if you failed your own save, and usually selecting randomly from the "outermost" items that made sense - so generally shields, weapons helms and armour needed to make saves. You would lose a backpack before you lost its contents, so you'd get a chance to rescue stuff. Saves versus fire for metal items were pretty good.

It also turned out quite rare in practice - monsters didn't throw fireballs about, and dragons turned up infrequently. Hell hounds became a little more scary . . .
 

Lots of text omitted. Mostly I agree with these; the final text rather reads like a sidebar: Common answers for Fireball; a mini-FAQ for how fireball works when combined with standard spell mechanics. As well, the examples read like very old 1E rulings updated to 3E.

Two of the best bits of DMing advice I know are "Let it ride" and "Roll the dice or say yes". I have absolutely no desire for a mini-FAQ on such a basic spell outside of tournament play. I'd far rather the PCs tried stunts with it rather than looked up in the FAQ.

Not knowing the defaults, I didn't remove details which might be avoided by reliance on the default. If spell resistence applies by default, then the spell-resistance line should be removed. If spreads burn-through by default, that can be omitted.

Ah, I consider that Spell Resistance applying should be a default otherwise spell resistance is just a minor oddity - and stated this explicitely in my writeup. Which regrettably it is in 3.X. (4e doesn't have Spell Resistance at all.)

The whole "explodes on impact" is not a default mechanic!

Absolutely. Which is why it is in the line of narrative description I gave. Those things matter - but only when we start going into details. You don't need to say more about it exploding on impact other than that it explodes on impact. That covers everything until the PCs start trying to get creative - at which point it gives the DM enough to cover everything.

I neither need nor want the game to hold me by the hand and explain to me in words of one syllable:
This spell explodes on impact. That means that if it hits something that gets in the way it blows up. And that is the centre of the fireball. Also it is possible to aim it through small spaces and if you can hit such a small gap you can make it blow up on the far side of the small gap. You use the same rules you do to aim at a small gap to aim a fireball.
I find it annoying, patronising, and that it simply gets in the way the overwhelming majority of the time - and the . The one line text summary on the other hand normally says almost everything important and treats me like an adult whose time is actually worth something.

I also find the only significant difference between the paragraph I wrote using as short words as I could think of added to my single sentence and the paragraph below to be that the paragraph below seems to positively enjoy unnecessary obfuscation like "pointing digit", and "prior to attaining the prescribed range".
You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
In particular the sentence "An early impact results in an early detonation." is overtly as patronising as anything in my paragraph - but it is necessary because of the sheer woolyness and lack of craftsmanship of the sentence " and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point." That sentence could be simplified to "and it blossoms into the fireball either when it reaches the set range or when it hits something".

I hadn't realised in quite as much detail before this thread why I found the 3.X spell mechanics annoying. They simply were aggravating. But now I come to analyse rather than avoid what is actually written, I'm seeing a mix of patronising and obfuscatory that adds precisely nothing to the game and slows me down by forcing me to work out what the spell actually is trying to do rather than presenting it in one single line. Oh, and saddles me with bad mechanics that force me to go to the spell description rather than work out a solution in line with the fiction for edge cases.

Oh, and for more complex spells you have miss, hit, and effect lines in 4e - but the goal of the spell is in the name and line of flavour text.

That fireball creates just a "low roar" might be unexpected.

We can add it to the flavour line if it's that important. We can even add a line about material components. (I categorically refuse to add the line about melting metals however).

Comparing all of this to Horrifying (Horrific?) Visage, what I'm taking from this is that details of the summary matter, both as regards to specifying correct keywords and for having well explained understanding of the various keyword. That is to say, having well defined Push, Psychic, and Fear; having clear defaults for spell resistance for an Evocation type spell, having well defined Fire and Spread.

Yes, yes they do. And one of the weaknesses of 4e is that until you've understood what the terms mean it's harder to read and interpret.

Also, unique mechanics (aiming an area spell; early detonation) tend to create problems. (That being said, those unique mechanics are iconic!)

Only very slightly if you're running on exception based design and have a competent DM. But 3.X fireball for all practical purposes doesn't have a unique mechanic. I would be amazed if as many as 5% of all fireballs cast ever used the "explodes early" or the "through arrowslit" clauses. And I'd be surprised if it hit 1%. Most of the time fireball is just a big ball of fire (and I've never seen a single person object that 4e changed what the caster did to create one to "create a big ball of fire in his hands then throw it").
 

Herschel

Adventurer
So I have been reading the latest playtest material and I’m wondering about many of the new elements included. The designers have repeatedly stated that one of their important goals is that every rules mechanic in D&D Next has a direct connection to something in the game world....

( As a quick afterword, I’m not a native speaker and although I can usually convey the basic message I’m trying to make, I find it hard to explain myself as precise as I would like to. Please consider this. )

The only "issue" with your post is that you used a nonsense term. "Disassociated mechanics" means nothing but a pejorative against which mechanics one has chosen not to like. There is no realism in a game, there's only the "realism" a player chooses to feel. Every rules mechanic having a direct connection to something in the game world is also meaningless because any game rule, by definition, is connected to the game world.

Otherwise your post reads tremendously well. Maybe non-native speakers more often actually learn the proper way to use a language. :)
 

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